So I've been completely swamped with work just recently, and I'm not sure when it will let up. I will continue to tinker with this in my spare time, but I certainly don't want to preclude anyone else from taking this up.
I've been playing around with a proof-of-concept for this. I'm not very good at developing addons, so I'm sure that once I go ahead and post it, y'all will rip it apart and rebuild it twice as good. I'm really just trying to get a good base for it right now. ^_^
Completely untested, try at your own risk, etc:
In the 7th to 12th lines of FreeMe.lua, the author defines the spell ids of the buffs to be automatically removed. Try adding
Preface: I realize that this thread's about a month old, but it looked like the best place to put this.
One of the only issues I had with this mod is that it was somewhat clunky to view the tooltip of casted spells if you were not in a party. You could see what spells the mob cast in the tooltip, or look the spells up in the config window, but it was difficult to quickly look up something like the effect of a debuff.
What I found myself doing was using the /mobspells report command to display the spells, where I could click on the link and view the spell at my leisure. However, when solo'ing, the mod would simply report "You are not in a party."
I changed the behavior of Mobspells locally to print to the chatframe when ungrouped, and print to party/raid when grouped. The relevant code change is the following:
if #s > 0 and added then
SendChatMessage(s, GetNumRaidMembers() > 0 and "RAID" or "PARTY")
elseif not added then
ChatFrame1:AddMessage("No recorded spells for " .. name)
end
at lines 893 to 902 in function MobSpells:ReportTargetSpells() of MobSpells.lua to
if #s > 0 and added then
if (GetNumRaidMembers() > 0 or GetNumPartyMembers() > 0) then
SendChatMessage(s, GetNumRaidMembers() > 0 and "RAID" or "PARTY")
else
ChatFrame1:AddMessage(s)
end
elseif not added then
ChatFrame1:AddMessage("No recorded spells for " .. name)
end
I've tested this change only briefly solo, in a party, and in a raid. I don't think it's complicated enough that it needs extensive testing, though. =P
While Downlord isn't being exactly polite, I can see the point he's trying to make.
In an extended normal-threat encounter (no weird threat resets), it's not terribly useful to know you're at 98% threat (or 108 or 128 if you like to ride the edge), because you'll still be a good distance off from pulling aggro. However, closer to the beginning of the fight, you'll want to stay under the safe value of 90%, just in case you get a lucky (or unlucky) string of crits.
It seems like having an option for an absolute value of threat indication would be helpful, so you can set it to 5k or 10k or 20k damage warning (some number greater than what you can generate between omen checks). This would have the advantage of automatically warning you to go slow towards the beginning or if the tank gets hit with a threat dump early, but it would allow a much closer 'riding-the-line' for crazy dps encounters like Brutallus.
Oh god - babywigs was just meant as a joke. You don't need timers for those instances.
Even though most people won't need timers, seeing warnings and timers has a way of making you learn them.
(Disclaimer: I don't actually remember when/why Cookie runs).
When you see "Cookie running soon!" you will see "Oh, hey, Cookie's low on health, I wonder if that's why he's about to run." If he takes off at exactly 20% health, chances are next time you're doing VC, you'll tell your group "Oh, hey, I think that this guy makes a break for it when he gets low on health, maybe 15%-25%. Maybe we should clear out that extra group so he doesn't fetch them?"
Without warnings, you only see the event once, and it takes longer to make connections between the "what" and the "why." So warnings help teach the user faster, and the user will teach his friends and group mates.
Of course, you could make the case that introducing users to boss mods in trivial scenarios increases their dependence on them. Alternatively, it could be argued that 'growing up' with the mods will teach them how to use the mods to supplement their own knowledge in a familiar fashion, so they are better prepared upon hitting max-level.
I'm not exactly sure what you're describing here. If you're looking for a mod to give you a number on "how good" a particular item is, based upon your own criteria, I'd suggest looking at ItemValue (the addon). It allows you to give a score, calculated by a formula you provide. As a simple example, when I was leveling my warlock I set it so that +stamina was worth 1.5 points, +damage was worth 2 points, and +int was worth 1 point. I could quickly look at a new item drop, and see if it was a definite upgrade, about the same, or worse than what I had.
If I recall correctly, it also allows you to supply your own, complicated formulas. I've never used that feature, so I can't speak on it.
I would recommend ClosetGnome as your best bet, with supplemental addons like ClosetGnome_Mount and ClosetGnome_BigWigs to add the desired functionality. It doesn't look like there is a Manasurge module yet written, but I'm sure if you were to write it others would find it useful as well.
3) Some items in Whats display numbers in tooltip: Whats: Morgaine the Sly(31/65)<Elwynn Forrest> - if this is drop rate, it would be more useful when converted to percentage
I haven't used the mod, but it seems that 31, 65 are the coordinates that he is found at. ( http://wowhead.com/?npc=99 )
I'm not sure on the specifics of retribution paladins, but if Crusader Strike refreshes all active judgments, would it be enough to simply have a timer counting down 20 seconds after each crusader strike you perform? Or do they fall off more frequently, and need to be re-applied manually?
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In the 7th to 12th lines of FreeMe.lua, the author defines the spell ids of the buffs to be automatically removed. Try adding
to that section. These are the spell IDs for BoP, ranks 1-3 (as found on wowhead).
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One of the only issues I had with this mod is that it was somewhat clunky to view the tooltip of casted spells if you were not in a party. You could see what spells the mob cast in the tooltip, or look the spells up in the config window, but it was difficult to quickly look up something like the effect of a debuff.
What I found myself doing was using the /mobspells report command to display the spells, where I could click on the link and view the spell at my leisure. However, when solo'ing, the mod would simply report "You are not in a party."
I changed the behavior of Mobspells locally to print to the chatframe when ungrouped, and print to party/raid when grouped. The relevant code change is the following:
at lines 893 to 902 in function MobSpells:ReportTargetSpells() of MobSpells.lua to
I've tested this change only briefly solo, in a party, and in a raid. I don't think it's complicated enough that it needs extensive testing, though. =P
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In an extended normal-threat encounter (no weird threat resets), it's not terribly useful to know you're at 98% threat (or 108 or 128 if you like to ride the edge), because you'll still be a good distance off from pulling aggro. However, closer to the beginning of the fight, you'll want to stay under the safe value of 90%, just in case you get a lucky (or unlucky) string of crits.
It seems like having an option for an absolute value of threat indication would be helpful, so you can set it to 5k or 10k or 20k damage warning (some number greater than what you can generate between omen checks). This would have the advantage of automatically warning you to go slow towards the beginning or if the tank gets hit with a threat dump early, but it would allow a much closer 'riding-the-line' for crazy dps encounters like Brutallus.
0
Even though most people won't need timers, seeing warnings and timers has a way of making you learn them.
(Disclaimer: I don't actually remember when/why Cookie runs).
When you see "Cookie running soon!" you will see "Oh, hey, Cookie's low on health, I wonder if that's why he's about to run." If he takes off at exactly 20% health, chances are next time you're doing VC, you'll tell your group "Oh, hey, I think that this guy makes a break for it when he gets low on health, maybe 15%-25%. Maybe we should clear out that extra group so he doesn't fetch them?"
Without warnings, you only see the event once, and it takes longer to make connections between the "what" and the "why." So warnings help teach the user faster, and the user will teach his friends and group mates.
Of course, you could make the case that introducing users to boss mods in trivial scenarios increases their dependence on them. Alternatively, it could be argued that 'growing up' with the mods will teach them how to use the mods to supplement their own knowledge in a familiar fashion, so they are better prepared upon hitting max-level.
Just my two cents. ^^
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I'm not 100% sure how the data from the command line is passed to the addon, though.
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If I recall correctly, it also allows you to supply your own, complicated formulas. I've never used that feature, so I can't speak on it.
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I haven't used the mod, but it seems that 31, 65 are the coordinates that he is found at. ( http://wowhead.com/?npc=99 )
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I don't believe there is a default package of plugins. Grab the pieces that you like individually (they start with "Fubar_").
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I believe this is actually a blizzard bug, slated to be fixed in 2.4.2.
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I believe this is the link: http://www.microsoft.com/downloads/details.aspx?FamilyID=B44A0000-ACF8-4FA1-AFFB-40E78D788B00&displaylang=en